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  • GDC 2012: The Repopulation demonstrates world-building elements

    by 
    MJ Guthrie
    MJ Guthrie
    03.10.2012

    GDC literally has a little of everything, from indie developers to major studios, from free-to-play games to shooters to arena battles to retro to family... there really is something for everyone. As a massive fan of sandboxes myself, I was pleased to get to spend so much time with Above and Beyond Technologies' lead dev and co-owner Josh Halls and artist Kevin Grove as they demonstrated some of the features in their upcoming title, The Repopulation. (And I would have even spent longer if I could have!) While I had a monopoly on the team's attention, I had the chance to see some of the customization available to characters, both in appearance and gear, as well as get the lowdown on the world building element. We actually walked through the building of a nation, a feature that will make many a sandbox fan giddy! Although Josh was quick to point out that only a few items were available at this point in development, there was certainly enough to get a feel for the system. And I am looking forward to it!

  • Some Assembly Required: Six must-haves for creative expression

    by 
    MJ Guthrie
    MJ Guthrie
    03.02.2012

    Creativity. It is expressed in so many ways in so many mediums. Art, literature, architecture, music, performance... I love it all, conventional and unconventional. Heck, I revel in it! Why do you think my work and recreation include gaming? Wait, gaming?! You betcha! Beyond the artistry of the developers, MMORPGs offer outlets for player creativity in a variety of ways. I am not ashamed to admit that the primary reason I delve into MMORPGs is not for the gameplay but to explore and experience the creative expression of others (and to express some of my own as well). In fact, finding and sharing that very creativity by championing and highlighting player-generated content is precisely what Some Assembly Required is about. Between (or in lieu of) the hacking, the slashing, and the plundering, players seize proffered tools in myriad virtual realms to build works of art, pen masterpieces, construct edifices, compose melodies, and take the stage, all within the pixeled confines of a virtual world. Unfortunately, not all games have adequate tools for such creative expression. While inspired players can make do if they must, having supporting features exponentially enhances a game (and positively affects retention). Thankfully, some games provide a few standard-setting features that -- in my opinion -- should be included in every game on the market. Here are six of those must-have features.

  • The Soapbox: There's no such thing as a miracle MMO

    by 
    Justin Olivetti
    Justin Olivetti
    02.28.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. They're out there, in every forum, in every comment section, and across the blogosphere. They number in the thousands if not tens of thousands (just spitballing here), and they all share three common traits. One, they're discontented with any and all current MMOs; two, they love to gripe about said discontentment to anyone who will listen; and three, they have a grand hope that a particular upcoming title will finally break the discontentment code to become the be-all, end-all MMO for them. The miracle MMO, if you will. This is going to be the MMO that will right all wrongs. It will shift paradigms, break us out of whatever rut we're supposed to be in, and make us all fall down on our knees in gratitude that we have the privilege of living in such a grand age as this. So let's cut to the chase: There's no such thing as a miracle MMO, and there never will be -- except in your mind. If you can come to terms with that, you'll be a lot happier as a gamer.

  • Hyperspace Beacon: Holocron Files -- Zabraks

    by 
    Larry Everett
    Larry Everett
    02.28.2012

    Holocrons serve as storage devices for Jedi and Sith lore. These objects store not only information from their creators but also their essence. Every once in a while, I highlight a specific aspect of Star Wars lore and apply it directly to Star Wars: The Old Republic. I want to impart my knowledge of that part of the Star Wars universe as well as what I have learned from roleplaying in games like Star Wars Galaxies and other venues. Since the first appearance of Darth Maul in The Phantom Menace, fans have been curious about the Sith with the horns on his head. Some fans also noticed the Jedi council member with horns on his head and wondered if he was related to the previously mentioned Sith. Both are, in fact, Zabraks, a humanoid species originating on the planet Iridonia. A freighter full of lore has been written about this species, from a fan-fic language to canon medical analysis. There is no way I can dissect it all in this article, but let's talk about the specifics of how you can apply Zabrak lore to your Zabrak character.

  • The Perfect Ten: Clever ideas

    by 
    Justin Olivetti
    Justin Olivetti
    02.23.2012

    I'm a sucker for a good, clever idea. You know the type: the ideas that make you slap yourself on the forehead and shout, "Why didn't I think of that first?" Or for the less humble of us out there, "Why, I did think of that first! But I got lost on the way to the patent office and I'm pretty sure that someone stole my dream journal to pilfer my genius notions!" While critics point their fingers at the MMO industry and proclaim it a barren wasteland of innovation, there are quite a few awesome -- if small -- ideas that bubble up in MMO and move the genre forward. Maybe they're teeny-tiny baby steps; maybe they're giant hopscotch leaps over the six-spot with the rock in the middle. But these ideas can and have had the power to change how these games are made and played. So this week I'm saluting 10 clever ideas, both large and diminutive, as a reward for a job well done!

  • Achievement Unlocked: A look at the Guinness world records of online gaming

    by 
    Matt Daniel
    Matt Daniel
    02.15.2012

    We're just over a month into the new year, and already we've got plenty to look forward to: The Secret World is expected to hit in April, TERA will follow shortly in May, and Guild Wars 2 will be out... sometime this year (we hope). But before we all start looking toward the future, let's take a moment to look back at some of the gaming achievements of the past. Thanks to the handy-dandy Guinness Book of World Records 2012: Gamer's Edition, we've got a quick compendium of MMO-related records from the past year and then some, so if you're at all interested in the shortest-lived MMO to date or the longest time anyone's spent playing MMOs from inside a crate, join us as we take a stroll down memory lane to take a look at some notably (in)famous MMO achievements.

  • The Daily Grind: What's the highest sub fee you'd pay?

    by 
    Bree Royce
    Bree Royce
    02.06.2012

    While recording the podcast last week, Rubi, Justin, and I discussed RuneScape's subscription fee, which is soon to increase to a whopping... $8. Eight bucks doesn't seem like much to me, but I remember when Ultima Online increased its monthly fee from $10 to $13 -- players were pretty upset. "How dare an old game ask for more money?" seems to be a common refrain. But if the game is good enough, why wouldn't we pay what it's worth to us, no matter its age? Consider Fallen Earth, which offers, as its highest subscription tier, a $30-per-month plan. I might pay $30 a month for a really awesome MMO (or to resurrect one I'm fond of). But what's the limit? $50? $100? What's the highest sub fee you'd pay -- and what would you expect out of the game for that price? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What mob type is too cute to kill?

    by 
    Bree Royce
    Bree Royce
    02.04.2012

    In Star Wars Galaxies, it was the Gubbur. In Star Wars: The Old Republic, it's the Bantha. In World of Warcraft, it's those weird flower-monsters called Lashers. Every game has a super cute mob that I just feel horrible killing. Sometimes I suspect that the devs are purposely adding adorable things to MMOs and asking us to kill them just to mess with our heads in the service of some sort of Milgram experiment. Or maybe it's just meant to put us in our place out of pure revenge: "Flame my game on the forums, will you? Here's a zone full of fluffy Vorpal Bunnies that can one-shot you. Eat it, suckers!" So what say you? What MMO creature is simply too cute to kill? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • SWTOR's new patch makes a mess, BioWare looking into it [Updated]

    by 
    Jef Reahard
    Jef Reahard
    01.18.2012

    Welp, Star Wars: The Old Republic's 1.1 patch has arrived, and it's brought a bit of baggage with it. Imperial PvPers have been taking advantage of faction imbalances to farm hapless Republic players on the level 50 world of Ilum, and BioWare has responded to the resulting outcry with a discussion thread and a plea for sanity. "We're currently investigating potential issues related to the Ilum open world PvP area post-1.1. We understand that this is a topic of much discussion and we ask that you please direct all discussions to this thread," writes Joveth Gonzalez on the official SWTOR forums. The devs adjusted both daily and weekly missions to require the killing of factional enemies, and they also increased the PvP currency rewards for doing so. As of right now, it's anyone's guess what the fix will entail, and we'll keep our eyes on it as the situation develops. [Update: BioWare has issued a formal statement, which we've posted in its entirety after the break.]

  • The Soapbox: On MMO negativity

    by 
    Jef Reahard
    Jef Reahard
    01.17.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Last week I was given a link to an op-ed piece at Thade's place, and in lieu of posting a comment there, I figured I'd do it on the Soapbox and hopefully generate some discussion (and traffic) for all concerned. In a nutshell, Thade questions whether MMO pundits actually like MMOs, and he comments on a perceived rise in negativity amongst what are assumed to be fans of the genre. I don't know if the blogosphere has taken a turn toward the negative, but if so, there's a pretty simple explanation for it. The games have changed, and the old guard who grew up with MMOs (and are willing/able to devote time to blogging about them) have to try a little bit harder to enjoy themselves as each new title gets further and further from what they like. That's OK, though, and it's also OK -- and even essential -- for the disaffected to speak up.

  • Raph Koster: Immersion is not a core game virtue

    by 
    Jef Reahard
    Jef Reahard
    01.13.2012

    Yeah, you read that right, virtual world fans. One of the more celebrated sandbox MMORPG developers is apparently throwing in the towel when it comes to immersion. Raph Koster wrote what can only be termed a lament on his personal blog today, saying that "immersion does not make a lot of sense in a mobile, interruptable world." Koster characterizes immersion as a style whose time has come and gone, and he concludes that games are no longer for dreamers due to their far-reaching popularity. "I mourn the gradual loss of deep immersion and the trappings of geekery that I love," Koster writes. "I see the ways in which the worlds I once dove into headlong have become incredibly expensive endeavors, movies-with-button-presses far more invested in telling me their story, rather than letting me tell my own." Whether you agree with him or not, it's a sobering read coming from one of the chief creative forces behind Star Wars Galaxies and Ultima Online.

  • Hyperspace Beacon: Cheating vs. poor design

    by 
    Larry Everett
    Larry Everett
    01.10.2012

    Recently, Ilum took center stage in an argument about exploits, and I honestly cannot say which side of the fence I'm on. When do the intentions of the designers take precedent over the players taking advantage of poor design? Well before Star Wars: The Old Republic even crossed the mind of BioWare's creative brain-trust, exploiters have been taking advantage of unintentional game design. Even more interesting about the situation with Ilum was that the design was not exactly flawed; instead, players did not respond to the designs the way the developers intended. The game was "working as intended," but the players weren't. At what point do we blame the designers? In a game as large as SWTOR, we know that if someone is allowed to do something, he will. At the same time, players are lazy efficient when playing the game: They will find the fastest and easiest way to level or gear up despite the intended path. Designers should know this. I remember in Ultima Online when players would raise skills by poking each other with low-level swords for hours on end. I am sure the designers intended that players would earn skills by actually battling each other, but the simplest solution was to prod one another with a dull stick. I honestly don't know if that was ever fixed, but I certainly don't remember a GM tossing out a ban hammer for it.

  • The Guild Counsel: Favorite moments from the Massively livestream

    by 
    Karen Bryan
    Karen Bryan
    01.05.2012

    I'm sure you know about Massively's ever-expanding video channel. But what you might not know is that over the past year, I've done a little MMO walkabout, sampling as many different games as I could on my character Mmognaut. What I was particularly interested in was branching out and getting to know the communities that make these games what they are, and the Massively livestream was a great way to do that while giving the viewers a chance to experience it too. Through livestreaming and Twitch TV, I've had a great opportunity to explore dozens of MMOs over the past year, often with my co-host Jeremy Stratton. In my weekly column here, I often focus on common issues that happen within a guild, but I've also looked at MMO communities on the whole, and that should include the community that's grown here at Massively. What's really neat is that there's an overlapping at times during these shows, where the in-game communities of the MMO we're showcasing mesh with the Massively community, and it's made for some fantastic moments. Join me in this week's Guild Counsel as I look back over my favorite moments from the past year.

  • The Perfect Ten: Most significant MMO stories of 2011

    by 
    Justin Olivetti
    Justin Olivetti
    12.29.2011

    2011 was an odd duck of a year for MMO news. A huge chunk of the year felt devoid of significant releases, but that was mitigated somewhat by the major launches of RIFT and Star Wars: The Old Republic. Titles got shoved back to 2012 or beyond, MMOs that we thought never would go free-to-play did, and the industry continually surprised us with revelations, ideas, and controversy. So in my last Perfect Ten of 2011, I put together the 10 most significant MMO stories of the year. Ten seems like an awfully small number for such a great big field, so I had the rest of the staff members chime in with their nominations just to make sure I wasn't too off-base with any of these. It was a whopper of a year, and Massively was there for all of it -- the ups, the downs, the queues, and the QQs. It's time to wrap it up with a pretty bow and dedicate it to the history museum!

  • MMO Family: LEGO Universe, autism, and heartbreak

    by 
    Karen Bryan
    Karen Bryan
    12.28.2011

    Often when the topic of video games comes up, it's followed by comments about the negatives, such as violence, antisocial behavior, or inappropriate content. But if they do have harmful effects (and it's arguable how many players really are affected in a negative way), they can also be helpful as well, yet you rarely hear a news story about the good. I've written before about how companies like IBM have studied MMO guilds in order to improve team-building and organization within their company. More recently, MMOWGLI focused on global issues, such as the future of piracy, to study what solutions players could cooperatively generate. There are also positive benefits to children as well, and while we've touched on a few in recent columns, this week we'll focus on the impact LEGO Universe has had on autistic children. Sadly, the game will be shutting down in a few weeks, and while many parents are thankful for how much it's helped, they're also concerned about what will happen once the game is gone. Read on for a bittersweet look at how this LEGO-based game is leaving behind a legacy.

  • The Daily Grind: Have you ever let the queues win?

    by 
    Bree Royce
    Bree Royce
    12.26.2011

    One of the worst MMO launches I ever sat through was Star Wars Galaxies' in 2003, I'm sad to admit. My guild was split over two servers from the start because Sony Online Entertainment had locked off our preferred server to prevent it from becoming overcrowded, so half of my friends were stranded and unable to create characters. A week later, the locks were still in place, and we grudgingly rerolled on a new server, losing our day-one characters, favorite names, and even a few members in the process. Years later, that second server was one of the first to dry up, and we spent cold hard cash moving our characters back to the original (and still heavily populated) server. It was a lesson hard-learned. Star Wars: The Old Republic has thus far avoided hard locks on servers, preferring to persuade players to move organically with long queues. So today we ask you this: Have you ever been swayed to leave your launch server by long queues or temporary character creation bans, or do you ride out the launch period and figure it'll resolve itself eventually? Have you ever given in and let launch-day locks or lines win? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Star Wars Galaxies bequeaths a memory book to fans

    by 
    Justin Olivetti
    Justin Olivetti
    12.22.2011

    Still in mourning and/or shock over Star Wars Galaxies' sunset? Kicking yourself in your rear for never checking out the game while it was still alive? Then Sony Online Entertainment has one last gift for you: a Star Wars Galaxies memory book packed with the game's legacy. And this isn't a brief "So long and thanks for all the fish" pamphlet, either. The memory book is a whopping 253 pages of information and screenshots documenting the title's eight-year run. Former players and MMO historians can expect to read up on the game's timeline, planet, species, professions, space, ships, housing, cities, the Galactic Senate, the trading card game, the Galactic Civil War, and "The End." The book immortalizes the near-total Rebel victory in the game with these parting words: The explosions marking the Empire's end could be seen across the galaxy in the skies above the planets, and the celebrations that followed were unmatched. Peace reigned as Star Destroyers and dark lords became memories of another era, of a time long past, of galaxies long gone. Gone, but not forgotten. You can view or download the entire PDF on the official site.

  • [Updated] On the ninth day of giveaways, GamersFirst gave to me...

    by 
    Rubi Bayer
    Rubi Bayer
    12.21.2011

    [UPDATE: All winners have been selected and contacted. Thanks to everyone who entered!] On the ninth day of giveaways, GamersFirst gave to me... nine SWG mementos! On the eighth day of giveaways, Enjin gave to me... eight guild-wide gifts! On the seventh day of giveaways, NCsoft gave to me... seven years of memories! On the sixth day of giveaways, GamersFirst gave to me... six retail packs! On the fifth day of giveaways, Trion gave to me... five subscription codes! On the fourth day of giveaways, Nexon gave to me... four pet items! On the third day of giveaways, Wargaming.net gave to me... three premium years! On the second day of giveaways, BioWare gave to me... two warring factions! On the first day of giveaways, Turbine gave to me... a lifetime VIP! Your eyes do not deceive you: GamersFirst is making an encore appearance on Massively's 12 Days of Giveaways. Furthermore, today's entry in the list does in fact say "Star Wars Galaxies mementos." The team at GamersFirst loves MMOs just as much as the rest of us and wanted to add a little something to our virtual gift pile to remember SWG by. Therefore, we've got nine Fallen Earth prize packages, each containing a Supreme Commander Mask and a Lava Stick. When paired, the items bring a little Vader to the Wasteland. All you have to do to enter is get a little creative. Leave your best Star-Wars-style battle cry in the comments below -- with a Fallen Earth Wasteland twist. Check our contest rules below for eligibility, enter by the deadline of tomorrow, December 22nd, at 5:00 p.m. EST, and good luck!

  • SOE's John Smedley expresses regrets over SWG mishaps

    by 
    Justin Olivetti
    Justin Olivetti
    12.21.2011

    Star Wars Galaxies may be no more, but its legacy lives on in memories, discussion, and hindsight analysis. Sony Online Entertainment's John Smedley had a frank talk with Industry Gamers in which he owns up to the mistakes of how the studio handled the title, particularly surrounding the much-maligned Combat Upgrade and New Game Enhancements. What would Smedley do if he could go back and give it another try? His first regret is launching the game before the space combat system was done, and his second is that SOE didn't talk and listen to its players more. "We would have encouraged more in-depth discussion with the community surrounding the idea of any game modifications," he said. Smedley is highly optimistic for the studio's future, particularly in its fervent belief in the free-to-play business model: "We think that 'Free to Play, Your Way' is our future. Giving players choices is the theme of how we're moving forward as a company, which means greater flexibility for our player base."

  • Global Chat: December 11-17, 2011

    by 
    Rubi Bayer
    Rubi Bayer
    12.18.2011

    Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat! It was a crazy busy week with so much to talk about, and while we could go all over the map with reader comments, we're going to focus on one last goodbye today. Follow along after the break for our readers' fondest farewells to Star Wars Galaxies.